Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 Well there are a couple things about this script that bother me still but here is a re-due for ya scn BlackbriarOPNEST80ATTACK float timer int Primed Begin OnActivate if (Player.GetItemCount WeapNVTimeBomb >= 1) player.RemoveItem WeapNVTimeBomb 1 ; ingredient ShowMessage BlackbriarOPNEST80RUN ; message to leave area before boom set Timer to 5 set Primed to 1 endif End Begin GameMode if (Primed == 1) if (Timer > 0) set Timer to Timer - GetSecondsPassed ; check time <-timer will not run right in a on activate block else BlackbriarOPNEST80Explosion2Ref.PlaceAtMe VMS02FakeLargeExplosion ; boom effect VMS02BlastedWall02REF.Enable ; damaged wall VMS02Wall02REF.Disable; hide good wall BlackbriarOPNEST80ExplosionRef.Disable ; disable bomb activator ObjectREF.Disable ObjectREF.markfordelete <---------------what are you marking for delete set Primed to 0 endif endifEnd Many Many thanks for that but let me ask you a ? - - - > what don't you like about it and is there a better way? I mean, this was my Frankenstein cobbling together of bits and pieces from here and there. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) I wrote in the code i did not like look for the ARROWS. I like the script now just missing some things like on the MARKFORDELETE scn BlackbriarOPNEST80ATTACK float timer int Primed Begin OnActivate if (Player.GetItemCount WeapNVTimeBomb >= 1) ;=================================== player.RemoveItem WeapNVTimeBomb 1 ; Ingredient ShowMessage BlackbriarOPNEST80RUN ; Message to leave area before boom set Timer to 5 ; Set bomb timer set Primed to 1 ; Start timer endif ;=================================== End Begin GameMode if (Primed == 1) ;=============================================================== if (Timer > 0) ; set Timer to Timer - GetSecondsPassed ; Check time <-timer will not run right in a on activate block else ; block BlackbriarOPNEST80Explosion2Ref.PlaceAtMe VMS02FakeLargeExplosion ; Boom effect VMS02BlastedWall02REF.Enable ; Damaged wall VMS02Wall02REF.Disable ; Hide good wall BlackbriarOPNEST80ExplosionRef.Disable ; Disable bomb activator ObjectREF.Disable ; ObjectREF.markfordelete ;<--what are you marking for delete set Primed to 0 ;=============================================================== endif endif End Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 I wrote in the code i did not like look for the ARROWS. I like the script now just missing some things like on the MARKFORDELETE scn BlackbriarOPNEST80ATTACK float timer int Primed Begin OnActivate if (Player.GetItemCount WeapNVTimeBomb >= 1) ;=================================== player.RemoveItem WeapNVTimeBomb 1 ; Ingredient ShowMessage BlackbriarOPNEST80RUN ; Message to leave area before boom set Timer to 5 ; Set bomb timer set Primed to 1 ; Start timer endif ;=================================== End Begin GameMode if (Primed == 1) ;=============================================================== if (Timer > 0) ; set Timer to Timer - GetSecondsPassed ; Check time <-timer will not run right in a on activate block else ; block BlackbriarOPNEST80Explosion2Ref.PlaceAtMe VMS02FakeLargeExplosion ; Boom effect VMS02BlastedWall02REF.Enable ; Damaged wall VMS02Wall02REF.Disable ; Hide good wall BlackbriarOPNEST80ExplosionRef.Disable ; Disable bomb activator ObjectREF.Disable ; ObjectREF.markfordelete ;<--what are you marking for delete set Primed to 0 ;=============================================================== endif endif End :thumbsup: :thumbsup: :thumbsup: The only reason I started doing the markfordelete was because I didn't want to be guilty of save game bloat or anything that might bog down people's (or my performance). When you have time, I'd like to pick your brain on a couple of other issues I'm running into with scripts... to see if you have any ideas. MANY MANY THANKS Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) Doing the MARKFORDELETE is VERY smart and ALL moders should do it but you have to DISABLE first and you have to have a REF attached to it.If you do not Disable it first then it does not delete it.So be sure to replace ObjectREF with your reference your wanting to delete. Whenever you want as i said im always around and check the forums all the time. If im not on here im putting together the website for the mod im working on. Link in my Signature. Better to start a new topic in the forum so others can learn from it also Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 Doing the MARKFORDELETE is VERY smart and ALL moders should do it but you have to DISABLE first and you have to have a REF attached to it.If you do not Disable it first then it does not delete it.So be sure to replace ObjectREF with your reference your wanting to delete. Whenever you want as i said im always around and check the forums all the time. If im not on here im putting together the website for the mod im working on. Link in my Signature. Better to start a new topic in the forum so others can learn from it also A quick question then on that note: would you disable/mark for delete <most/if not all> references or scripts that will no longer be used or what is your rule of thumb for that? Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 Doing the MARKFORDELETE is VERY smart and ALL moders should do it but you have to DISABLE first and you have to have a REF attached to it.If you do not Disable it first then it does not delete it.So be sure to replace ObjectREF with your reference your wanting to delete. Whenever you want as i said im always around and check the forums all the time. If im not on here im putting together the website for the mod im working on. Link in my Signature. Better to start a new topic in the forum so others can learn from it also A quick question then on that note: would you disable/mark for delete <most/if not all> references or scripts that will no longer be used or what is your rule of thumb for that?If it is no longer going to be used yes. You are dead on when you said it will cause a bloated save file. This mainly happens with duplicated items that are deleted and not markedfordelete. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 Doing the MARKFORDELETE is VERY smart and ALL moders should do it but you have to DISABLE first and you have to have a REF attached to it.If you do not Disable it first then it does not delete it.So be sure to replace ObjectREF with your reference your wanting to delete. Whenever you want as i said im always around and check the forums all the time. If im not on here im putting together the website for the mod im working on. Link in my Signature. Better to start a new topic in the forum so others can learn from it also A quick question then on that note: would you disable/mark for delete <most/if not all> references or scripts that will no longer be used or what is your rule of thumb for that?If it is no longer going to be used yes. You are dead on when you said it will cause a bloated save file. This mainly happens with duplicated items that are deleted and not markedfordelete. OK, the EXPLOSION SCRIPT WORKS PERFECTLY. THANK YOU. I would have never been able to figure out what was wrong with my script. I'm going to start another topic on the other items (so others can learn from it) but I do have a related question to the CTD issue. Every once in a blue moon, I get a CTD when exiting/entering buildings on the grounds of NCRCF. This is where I "built" the main 'base' for the mod. It doesn't happen all the times, in the same buildings, and might only occur 1 in every 40 or so exits/enters...but it has been persistent. Any ideas on the cause or what I should look for? THANK YOU again. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 look for patterns and repeats, meaning if it is just one door, a certain area or when some action is being preformed. if can narrow it down or you can also use printc "type something here" and place this into your scripts to try to figure it. printc prints whatever is in the "" to the console Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 t only occurs randomly when exiting/entering buildings at NCRCF (the space I am reconstructing into a base). It doesn't happen at any particular day, time or building. Just randomly crashes when loading the enter/exit screen. Weird. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 HMMM. I would almost need to see the entire .esp Link to comment Share on other sites More sharing options...
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